Add resource node persistence

This commit is contained in:
2026-05-17 17:08:05 -07:00
parent 843340ebdc
commit 5da545e000
13 changed files with 276 additions and 4 deletions
@@ -5,6 +5,7 @@
#include "AgrarianGameState.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianPersistentActorComponent.h"
#include "AgrarianResourceNode.h"
#include "AgrarianSaveGame.h"
#include "AgrarianSurvivalComponent.h"
#include "EngineUtils.h"
@@ -240,6 +241,71 @@ int32 UAgrarianPersistenceSubsystem::RestorePlayers(const UAgrarianSaveGame* Sav
return RestoredCount;
}
int32 UAgrarianPersistenceSubsystem::CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<AAgrarianResourceNode*> ResourceNodes;
FindResourceNodes(ResourceNodes);
SaveGame->ResourceNodes.Reset();
for (const AAgrarianResourceNode* ResourceNode : ResourceNodes)
{
if (!ResourceNode)
{
continue;
}
const FAgrarianSavedResourceNode SavedNode = ResourceNode->CaptureResourceSaveState();
if (SavedNode.ResourceNodeId != NAME_None)
{
SaveGame->ResourceNodes.Add(SavedNode);
}
}
return SaveGame->ResourceNodes.Num();
}
int32 UAgrarianPersistenceSubsystem::RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<AAgrarianResourceNode*> ResourceNodes;
FindResourceNodes(ResourceNodes);
int32 RestoredCount = 0;
for (AAgrarianResourceNode* ResourceNode : ResourceNodes)
{
if (!ResourceNode)
{
continue;
}
const FName ResourceNodeId = ResourceNode->GetResourcePersistenceId();
const FAgrarianSavedResourceNode* SavedNode = SaveGame->ResourceNodes.FindByPredicate(
[ResourceNodeId](const FAgrarianSavedResourceNode& Candidate)
{
return Candidate.ResourceNodeId == ResourceNodeId;
});
if (!SavedNode)
{
continue;
}
ResourceNode->ApplyResourceSaveState(*SavedNode);
RestoredCount++;
}
return RestoredCount;
}
bool UAgrarianPersistenceSubsystem::SaveCurrentWorld() const
{
UAgrarianSaveGame* SaveGame = LoadOrCreateSave();
@@ -251,6 +317,7 @@ bool UAgrarianPersistenceSubsystem::SaveCurrentWorld() const
CaptureWorldState(SaveGame);
CapturePlayers(SaveGame);
CaptureWorldActors(SaveGame);
CaptureResourceNodes(SaveGame);
return WriteSave(SaveGame);
}
@@ -268,6 +335,7 @@ bool UAgrarianPersistenceSubsystem::LoadCurrentWorld(int32& RestoredPlayerCount,
const bool bRestoredWorldState = RestoreWorldState(SaveGame);
RestoredPlayerCount = RestorePlayers(SaveGame);
RestoredWorldActorCount = RestoreWorldActors(SaveGame, bClearExistingActors);
RestoreResourceNodes(SaveGame);
return bRestoredWorldState;
}
@@ -316,6 +384,26 @@ void UAgrarianPersistenceSubsystem::FindAgrarianPlayers(TArray<AAgrarianGameChar
}
}
void UAgrarianPersistenceSubsystem::FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const
{
OutResourceNodes.Reset();
UWorld* World = GetWorld();
if (!World)
{
return;
}
for (TActorIterator<AAgrarianResourceNode> ActorIt(World); ActorIt; ++ActorIt)
{
AAgrarianResourceNode* ResourceNode = *ActorIt;
if (ResourceNode && !ResourceNode->IsPendingKillPending())
{
OutResourceNodes.Add(ResourceNode);
}
}
}
FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId(const AAgrarianGameCharacter* Character) const
{
if (!Character)
@@ -9,6 +9,7 @@
class UAgrarianSaveGame;
class UAgrarianPersistentActorComponent;
class AAgrarianGameCharacter;
class AAgrarianResourceNode;
UCLASS()
class UAgrarianPersistenceSubsystem : public UGameInstanceSubsystem
@@ -58,6 +59,12 @@ public:
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
int32 RestorePlayers(const UAgrarianSaveGame* SaveGame) const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
int32 CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
int32 RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
bool SaveCurrentWorld() const;
@@ -67,5 +74,6 @@ public:
protected:
void FindPersistentComponents(TArray<UAgrarianPersistentActorComponent*>& OutComponents) const;
void FindAgrarianPlayers(TArray<AAgrarianGameCharacter*>& OutPlayers) const;
void FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const;
FString GetPlayerPersistenceId(const AAgrarianGameCharacter* Character) const;
};
@@ -4,6 +4,7 @@
#include "AgrarianGameCharacter.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianItemDefinitionAsset.h"
#include "AgrarianSaveGame.h"
#include "Components/StaticMeshComponent.h"
#include "TimerManager.h"
#include "Net/UnrealNetwork.h"
@@ -94,6 +95,40 @@ void AAgrarianResourceNode::OnRep_RemainingHarvests()
UpdateDepletedState();
}
FName AAgrarianResourceNode::GetResourcePersistenceId() const
{
return PersistenceNodeId != NAME_None ? PersistenceNodeId : GetFName();
}
FAgrarianSavedResourceNode AAgrarianResourceNode::CaptureResourceSaveState() const
{
FAgrarianSavedResourceNode SavedNode;
SavedNode.ResourceNodeId = GetResourcePersistenceId();
SavedNode.RemainingHarvests = RemainingHarvests;
SavedNode.bRespawnsForMvp = bRespawnsForMvp;
return SavedNode;
}
void AAgrarianResourceNode::ApplyResourceSaveState(const FAgrarianSavedResourceNode& SavedNode)
{
if (!HasAuthority() || SavedNode.ResourceNodeId == NAME_None || SavedNode.ResourceNodeId != GetResourcePersistenceId())
{
return;
}
RemainingHarvests = FMath::Clamp(SavedNode.RemainingHarvests, 0, FMath::Max(1, MaxHarvests));
if (RemainingHarvests > 0)
{
if (UWorld* World = GetWorld())
{
World->GetTimerManager().ClearTimer(RespawnTimerHandle);
}
}
UpdateDepletedState();
ScheduleRespawnIfNeeded();
}
bool AAgrarianResourceNode::HasRequiredTool(const AAgrarianGameCharacter* Interactor) const
{
if (RequiredToolItemId == NAME_None)
@@ -6,6 +6,7 @@
#include "GameFramework/Actor.h"
#include "TimerManager.h"
#include "AgrarianInteractable.h"
#include "AgrarianSaveGame.h"
#include "AgrarianTypes.h"
#include "AgrarianResourceNode.generated.h"
@@ -32,6 +33,9 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource")
TObjectPtr<UAgrarianItemDefinitionAsset> YieldItemDefinition;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource|Persistence")
FName PersistenceNodeId = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_RemainingHarvests, Category = "Agrarian|Resource", meta = (ClampMin = "0"))
int32 RemainingHarvests = 5;
@@ -60,6 +64,15 @@ public:
virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Resource|Persistence")
FName GetResourcePersistenceId() const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Resource|Persistence")
FAgrarianSavedResourceNode CaptureResourceSaveState() const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Resource|Persistence")
void ApplyResourceSaveState(const FAgrarianSavedResourceNode& SavedNode);
protected:
UFUNCTION()
void OnRep_RemainingHarvests();
+18
View File
@@ -46,6 +46,21 @@ struct FAgrarianSavedWorldActor
TMap<FName, float> NumberState;
};
USTRUCT(BlueprintType)
struct FAgrarianSavedResourceNode
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
FName ResourceNodeId = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
int32 RemainingHarvests = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
bool bRespawnsForMvp = false;
};
UCLASS()
class UAgrarianSaveGame : public USaveGame
{
@@ -72,4 +87,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
TArray<FAgrarianSavedWorldActor> WorldActors;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
TArray<FAgrarianSavedResourceNode> ResourceNodes;
};